Dark Alliance | Inventory | Weapons
Weapons

There are many types of weapons you can find or purchase throughout Baldur's Gate: Dark Alliance. Most of the weapons you find are random and can have many different forms of magical properties. Below is a basic list of the weapons you might find and descriptions of their magical properties.

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Weapon List

  • Arrows
  • Battleaxe
  • Bastard Sword
  • Club
  • Dagger
  • Great Axe
  • Great Sword
  • Halberd
  • Hand Axe
  • Light Mace
  • Light Mace
  • Long Sword
  • Morning Star
  • Onyx Sword
  • Scimitar
  • Short Bow
  • Short Sword
  • Spear
  • Staff
  • Warhammer
Magical Properties

+1 Through +5: This is the bonus number you receive with the item. For weapons, it adds to the base damage the weapon does.

Adamantine: This multiplies the damage a weapon does times four.

Darkwood: This multiples the damage a weapon does times three.

Disruption: Upon a critical hit, there is a chance of disintegrating an undead monster.

Fine: This multiplies the damage a weapon does times 1.5.

Flaming: This gives the weapon an additional 1-6 points of fire damage. Fire- and magic-resistant enemies take half-damage.

Flame Burst: This gives the weapon, on a critical hit, an additional 1-10 times the critical modifier points of fire damage. Fire- and magic-resistant enemies take half-damage.

Frost: This gives the weapon an additional 1-12 points of cold damage. Cold- and magic-resistant enemies take half-damage.

Icy Burst: This gives the weapon, on a critical hit, an additional 1-20 times the critical modifier points of cold damage. Cold- and magic-resistant enemies take half-damage.

Jeweled: This makes the items worth twice as much when you sell them.

Keen: This doubles the chances of getting a critical hit.

Masterwork: This multiplies the damage a weapon does times two.

Mithral: This multiplies the damage a weapon does times three.

Oak: This multiplies the damage a weapon does times four.

Rusty: This reduces the amount of damage a weapon does by -0.5.

Serrated: This gives you maximum damage the weapon can do with each hit.

Shock: This gives the weapon an additional 1-24 points of electrical damage. Electrical- and magic-resistant enemies take half-damage.

Shock Burst: This gives the weapon an additional 1-40 times the critical modifier points of electrical damage. Electrical- and magic-resistant enemies take half-damage.

Spiked: This gives you maximum damage the weapon can do with each hit.

Worn: This gives damage times 0.5 for weapons.

Wounding: On critical hits, this gives the weapon an addition 1-5 points of damage for two seconds.



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